<10/6> Lahiel.avi

Mildly Menacing Medic
Seeing as this is Team Fortress 2 and not Scout Fortress 2, I thought up some ideas to balance all the classes to work together against hale in DR with their own unique skills.

Scout: Normal, 100% speed (same as pyro, engie etc.) with double jumping. (No atomizer or FaN)

Soldier: Remove all rocket launchers (including Cowmangler), add a command or a method that sets your health to 25 for Escape Plan 128% speed. This prevents rocket abuse and rocket jumping. Also, disable the whip. The speed boost on the already fast Escape Plan soldier and GRU heavy is ridiculously overpowered.

Pyro: Add the flare gun back in. The pyro gets flare jumping. Perhaps nerf or balance the flare jump if it is too powerful. Note that the pyro is 100% speed and not 80% speed like the soldier, so maybe the power should be about the same as or slightly less than a rocket launcher. Only way to heal is a medic.

Demoman: He gets one charge. Charges make him 250% which easily bypasses most traps before hale can think. Perhaps make him 100% speed for average walking ability, but not necessary.

Suggestion by KinCryos: Make the Demoman 100% speed before charge, and 90% speed after charge. Like a fatigue thing.

Heavy: The heavy keeps the GRU. I think they are balanced as they are. If my sources are correct it makes you 140% speed and damages you quickly. It's faster than the soldier, but is limited.

Engineer: Remove all buildings, they have no place in DR. Pomson 6000 gets a buff. On fire, it removes the standard 25% ammo charge and makes you 150% speed for some seconds, sort of like the whip boost for the soldier just faster. The weapons charge is irrecoverable, like the demoman's charge meter. You get four speed boosts, each faster than the heavy but even more limited. Alternatively (as in one or the other), the short curcuit gives the speed boost instead by removing 65 (3 uses) or 100 (2 uses) metal instead of the ammo charge but metal is recoverable from dead teammates.

Medic: Add mediguns back in. Mediguns do NOT charge uber, remove kritzkrieg because of the self-healing taunt, remove quick-fix because of possible glitch speed boost when healing scouts. Keep crossbow removed. Medic's primary function is to heal pyros, heavies, snipers and others injured by traps and enjoy 107% speed.

Sniper: Sniper gets the Bushwacka wall climb back. Remove the cozy camper. This is balanced because even if the sniper can climb around traps, it isn't useful in every trap and he can't do it forever unless a medic follows him, forcing somebody to enter the traps.

Spy:
Idea 1 (preferred): The spy can see hale's outline through walls at all times. This gives him an advantage on traps where hale is hidden, allowing him to judge when it is safe for him to enter. Red team can already spectate hale on death, so this is fair. It is simply more applicable in real time.

Idea 2: The spy gets one dead ring for a single trap (or hale attack) that deals damage. This dead ring prevents all damage. The spy is frozen in place during the duration of the cloak to prevent rushing while invisible/invincible.

I believe these changes, while not making a single person overpowered, give the red team the ability to work together against hale as a team of unique individuals. Some of these changes may have problems or require a lot of work. I am happy to take suggestions or help test any of these changes.

Thanks for reading,
~Lahiel
 
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New suggestion:
We force Fists-only Heavy to prevent complaining and having to worry about balancing.
inb4dumbseverywhere
 
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I just think that everyday Death Run just keep getting worse.
You took away all the challenge about catching charging demos and jumping soldier. Only because of people whining on the forum.
Since everything is banned what's the point of multiple class at this point?
We seriosly will end up that the only class avaliable will be the heavy with 100% less speed and Hale with no clip.
I used to play with full server in the evening, now we are lucky if there are more than 10 people.
And giving some random bonus to each class won't change the fact that It's not a Run anymore.
 
I just think that everyday Death Run just keep getting worse.
You took away all the challenge about catching charging demos and jumping soldier. Only because of people whining on the forum.
Since everything is banned what's the point of multiple class at this point?
We seriosly will end up that the only class avaliable will be the heavy with 100% less speed and Hale with no clip.

I fully agree with that
Where is the challenge gone?!
Catching up thst what you guys are presenting us atm is like stealing a lollipop from a 1 year old.
Most of the good people left.
Honestly its just sad what you produced there
 
I fully agree with that
Where is the challenge gone?!
Catching up thst what you guys are presenting us atm is like stealing a lollipop from a 1 year old.
Most of the good people left.
Honestly its just sad what you produced there

The player count was dropping after people got bored with Meet the Pyro, and these updates actually bumped the player count back up. All the deathrun servers that had more players than us have even more restrictions. If you want to go find another deathrun server go ahead.

Many of these maps were even ported straight from Gmod which means they don't take into account any TF2 weapons. Being able to bypass half the maps cuts the fun in half. I have played several hours with the new changes and people still reach the end. It should be more challenging for the runners since there are more of them.
 
The player count was dropping after people got bored with Meet the Pyro, and these updates actually bumped the player count back up. All the deathrun servers that had more players than us have even more restrictions. If you want to go find another deathrun server go ahead.

Well sorry to disappoint you but the player drop started when the charge were limited to 1. I play everyday and at least on the EU server is really hard to find people. Like yesterday i played for over 2 hours with only 4 people in the server.
Also in the server i hear only people complaining about the new changes.
What else can i say, keep doing with your great job.
 
Well sorry to disappoint you but the player drop started when the charge were limited to 1. I play everyday and at least on the EU server is really hard to find people. Like yesterday i played for over 2 hours with only 4 people in the server.
Also in the server i hear only people complaining about the new changes.
What else can i say, keep doing with your great job.
I dont know about EU, but the US server is perfectly fine. 18 people right now
 
I dont know about EU, but the US server is perfectly fine. 18 people right now
It's almost week-end, servers always fill up.
Also this will be my last message, i perfectly get the point of the situation here. "Some big people are happy so let's just ignore the others".
 
The best solution really is to get DR maps designed with TF2 classes in mind. Also, engies having 600 hp will mean slow kill traps taking forever.
 
Well sorry to disappoint you but the player drop started when the charge were limited to 1. I play everyday and at least on the EU server is really hard to find people. Like yesterday i played for over 2 hours with only 4 people in the server.
Also in the server i hear only people complaining about the new changes.
What else can i say, keep doing with your great job.

Of course people are going to complain at first. All the people who liked being able to skip half the traps stayed on our servers and the people that didn't like it probably left to join the more populated servers with more restrictions.

All the other servers with more players than us have balanced classes so everyone isn't scouts and demomen while Hale loses 90% of the time.

The reason I put in these changes was because the server was getting less popular because traps were being bypassed with the press of a button. You are supposed to try to fake out Hale, you are not supposed to press right click on every trap and win. The reason we did not have any restrictions before was because I didn't know how bad it was to see a team full of demoman and pyro bypassing nearly all the traps and winning in 3 minutes.

If you think runners are too underpowered we can increase their strength, but not changing them from regular TF2 ruins deathrun.
 
The reason I put in these changes was because the server was getting less popular because traps were being bypassed with the press of a button. You are supposed to try to fake out Hale, you are not supposed to press right click on every trap and win. The reason we did not have any restrictions before was because I didn't know how bad it was to see a team full of demoman and pyro bypassing nearly all the traps and winning in 3 minutes.
YES! We're on the same side. That was pretty much my exact argument in my remove shield thread.